Feedback on PVP System Ticket Requirements and Schedule Adjustment Suggestion

That was satire brother. Don’t listen these people, full support. Keep entertaining.

1 Like

@NMEduck i guess you don’t have a reply, and just want to trash someones idea for no reason

If you meant I just want to trash someone’s ideas (yours) with valid points you have no counters to then yes, I suppose I do.

I already explained back in December that changing it so you can play all your tickets at once would ruin matchmaking. Also we’re not dating so don’t ping me for not responding to you within an hour.

You just proved my point, how the refill option only benefits some regions and completely ignores other regions. Its a global game in the end and the entire global base should be respected

You never understood my suggestion in the first place, and just wanted to trash it anyways. Like KD said the refill option is suppose to be used anywhere during the third day, making timezone effect null, my idea was why not make it in the whole pvp and place a limit on the number of games not on waiting time, eliminating timezone effects, instead of having to stay awake mid night you can play your games earlier or move them to the next day without losing them, a more friendly experience

It doesnt give me or anyone any advantage as everyone will be playing the game on their convenient time, just like how unranked currently is functioning

matchmaking will not change by much from how it is now, in fact we will be getting more diversity in matchmaking then what we have now

But i guess you love to trash others ideas while smelling your own fart

1 Like

They’ve already decided they don’t wanna listen to you, regardless of what you have to say lol

It is better that way, if they have nothing useful to say and proper valid points being quiet the best option

Is not better then their toxicity?

At this point, it’s pretty clear why people have stopped engaging. It’s not because your argument is too strong—it’s because it’s been the same thing on repeat without addressing counterpoints. When the same points are repeated over and over without refinement or meaningful discussion, there’s no real conversation left to be had.

People already explained the matchmaking issues, the flaws with frontloading, and why the current system is structured the way it is. Instead of engaging with those points, you just restate your stance as if they were never brought up. After a while, it stops being a debate and just becomes tiring.

Most of what needed to be said has already been said. That’s why people aren’t responding—not because they have nothing to say, but because there’s no point in saying it again.

And the irony? After repeating the same argument endlessly, dismissing counterpoints, and shifting goalposts, you finish with

At this rate, that advice applies more to you than anyone else.

When even a dev sees through it and openly calls you out, that should tell you everything. If the people who built the system don’t take your argument seriously, why should anyone else?

If you forgot, here it is as a reminder:

6 Likes

Even if it seems like the whole world is against you, believe in someone who loves you, so let them go, Mr. X. Keep your paranoia, I believe you will once again stand at the top

3 Likes

What you saying is that other games can fix matchmaking and let players play whenever they want without timezone issues or giving any benefits to any region but neo monsters cant do that. Its too complicated, Get real what i have suggested is not something new, its how global games are designed and played today

And lets talk in facts, unranked right now gives more diversity in matchmaking then ranked and there is no issue in matchmaking nor there are issues finding an opponent regardless of the timezones, why would there be any issue for players playing on the third day of ranked when we already know that majority of players don’t even utilize all their tickets

But hey if we let players play whenever they want its gonna break ranked, thats the most ridiculous thing i heard, or if Mr.X can play when he wants and others can play when they want he will gain more advantage and will be more beneficial to him than others

Either way, i know what i have suggested will be implemented at a point in time because it is the right design but i dont know when it will be implemented, there is no point arguing as you dont see the bigger picture

And i want to point out something, the only reason we had ticket system and pvp was not open all month long was because we had few playerbase back then and server issues, but the game cane a long way where the playerbase increased and servers are now much better than before, there is no point in keeping ticket regeneration system

You’re presenting assumptions as facts. Let’s break it down:

  • Other games allowing unrestricted play doesn’t mean it’s the best system for Neo Monsters. Different games have different ranking mechanics, matchmaking priorities, and player behavior. What works elsewhere doesn’t automatically apply here.
  • Unranked PvP and ranked PvP are completely different. Unranked has no leaderboard pressure, meaning players don’t rush through their matches the same way they would in ranked. The fact that matchmaking feels fine in unranked doesn’t mean removing structure from ranked would work.
  • You keep ignoring the matchmaking issue in late-stage ranked. It’s not about total ticket usage—it’s about when those tickets are used. If top players burn through matches early, latecomers face a completely different, often weaker, field, making rankings unreliable.
  • Saying ‘this system will be implemented eventually’ is just speculation. The devs already dismissed your idea and chose a different adjustment. If your system was inevitable, they wouldn’t have ignored it now.
  • Ticket regeneration wasn’t just about server limitations—it maintains structure in ranked PvP. Even with better servers, unrestricted play would still create frontloading issues and matchmaking dead zones."

So no, these aren’t ‘facts’—they’re assumptions based on your perspective.

1 Like

  • if a global system works for similar games why would it not work for neo, those games am referring to have made several studies on the ranking system before implementing it. Increasing players activity while also providing a better more diverse matchmaking and good gaming experience

  • unranked match making gives an indicator that the playerbase is diverse in timezone and no matter the hour players will find an opponent

My ranking experience has been the same for months i go against the same opponents since the ticket system forces us to play at a certain hour, which decreases the diversity of the matches, and since players have a habit of using all there tickets to 0 to enjoy there lives its diversity in match making will not change

  • i didn’t ignore match making at the later stage, and have gave a very responsible and logical response, players have preferred timing when they play the game, last day would be preferred time for some as that will fall in there weekend, also not everyone is gonna burn 40 tickets in the first day and in the second day that takes alot of time which requires dedication, like i shown in the leaderboard for last month, if we assume that the average percentage winrate for the top 50 players is 85% that means the majority have not played more then 60 games across the three days, and you expect this behavior will change and they will consume all 80 in the first two days and have 0 games spared for the last day ??

Speaking about myself personally, i never play the third day because of the ticketing system, i already know that i will miss tickets due to work why bother and push for more points when i already know the best position i can push for is top 50 or 10 which i had already secured in the first two days of pvp. But under the system i have suggested it will give you motivation to actually play and push for 1 as you not limited to the number of tickets, would this not already increase players activity and make ranking more competitive

  • speaking from historical events almost everything i have suggested did come true with time, ( shop for monster, another currency other then gems now we have rare gems, stealler tickets, legendary tickets, mythic tickets, pvp should be open during the whole month which got implemented, balance changes are suppose to be monthly, pity timer for for rolls, discounted mythics to allow players to catch up and close the gap between f2p and p2w, the advantage of hp boost and how it was unfair towards new comers and rejoiners that resulted that players can purchase the hp boost

The irony that all of these suggestions which made the game better were laughed at the time and were made a mockery of by the usual players, but when they got implemented into the game those players were first to applaud the devs, ignoring who suggested them

  • actually if you were around the being of the game ticket generation was put in place because the game had very few playerbase with timezones all over the place that the devs needed a way to shorten the matchmaking so they put in place so players have to log in and play at the same time across the region, thats why pvp was an event not a standard thing in the game until recently, another thing was they had issues with there potato servers

tl;dr

AI summary:

A global system that works for similar games should also work for neo, as those games have studied their ranking systems beforehand. Unranked matchmaking shows a diverse player base across time zones.

Current ranking limits diversity due to ticket constraints, causing repetitive matchups. Players often don’t use all their tickets, reducing competition. Suggestions for better systems aim to increase player motivation and activity. Past suggestions that improved the game were initially mocked but later embraced by players. Ticket generation was initially needed for matchmaking efficiency due to a small player base and timezone challenges.

Which games? Where are these studies? You’re making a claim without giving any actual proof. If this system has been thoroughly tested and works so well, show us the data and examples of games with identical ranking structures that successfully use unrestricted play without causing matchmaking issues. Besides that fact, it’s still a different game.

That’s because unranked has infinite tickets. When players have a finite ticket cap, it naturally leads to player droughts toward the end of each day as players tend to have used up their matches, especially towards the third day. The devs themselves brought up this concern, which is what structured ticketing helps to prevent—to keep matchmaking stable throughout ranked PvP.

Except that’s not how it works. Removing structured ticketing wouldn’t solve the issue—it would actually fragment the player base further. With staggered tickets, everyone progresses at the same pace, ensuring that matchmaking pools remain consistent throughout the event. Without it, players would be spread across different days at different paces—some playing heavily on days 1 and 2, others on days 2 and 3, and so on. This creates multiple isolated matchmaking pools instead of maintaining a unified competitive field, ultimately weakening ranking integrity.

Again, you can’t use assumptions as facts. The logic is simple: tickets will be closer to 0 at the end of each day as people use them up, creating matchmaking droughts where remaining players either face weaker opponents or find no matches at all. Whether people frontload in one or two days is irrelevant—the problem is that structured matchmaking ensures fairer matchups over time.

You start with “my experience” but then shift to “this will give you motivation.” This is clearly a personal constraint, yet you’re trying to frame it as a universal problem. Your system isn’t about competitive fairness—it’s about making ranking fit your personal schedule.

I’m sure you weren’t the only one who thought of or suggested these things. I can recall suggesting at least some of them too, as they were logical improvements—just like many others have. But those are just the ones that got implemented; I wonder how many still haven’t.

And if you’re going to claim your ideas were mocked before being added, then show proof.

This is again an assumption, not a fact. Only the devs can confirm this. You keep claiming to know the exact reasoning behind game design decisions without any real evidence. Unless a developer explicitly confirms this information, it’s just speculation.

1- Clash Royal - global tournaments
2- Mobile legends- bang bang - once cap reached it will no longer count towards the scoreboard but can still be played
3- Call of duty mobile - limited the number of games during ranked or special events
4-Arena of valor- same as call of duty mobile

And these are just some names i could think of right on top of my head, which are much bigger studios and have done multiple studies about competitive gameplay before implementing the ranking system, there are even many more if you do your research

As for matchmaking decreases on last day and gives weaker matchmaking, it is already happening in the game right now !!!

Many players already know they can’t push for higher score then top 50 due to their time schedule so they settle for top 50 which can be done in the first 2 days of pvp or if you want an advantage of tickets you can do it in the second and third day of pvp making it much easier to achieve top 50

The current system actually discourages players to play the game once they know they are in the top 50, whats the point of playing if you know that due to the missed tickets you can’t get a higher score and this lead to weaker matches anyway

Last pvp on the second day i was top 16 before i go to bed and i havent played the game on the third day and ended up rank 24 which shows that many people don’t push after achieving top 50 because of the current system, which results in weaker matchups anyway

Thank god i only communicate on the forums and there is proof everywhere.

Which topic would you like me to link it you so you see the mockery

Hp boost being unfair ?
Discounted mythics ?
Or maybe this one in future

You’re still claiming ‘studies’ exist but haven’t provided any. It’s not my job to strengthen your argument. Based on your history of using assumptions as facts, I’ll need actual sources. Provide the studies, or this part might as well remain as speculation.

On top of that, Neo Monsters has a completely different player base size. The games you listed have millions of daily players and 10 to 100 times more total downloads on Android—except for Arena of Valor. Neo Monsters has 5 million total downloads on Android, meaning its active ranked player base is significantly smaller. A system that works in a game with millions of players doesn’t necessarily work in a game with thousands.

If this is about comparable systems, then find a game that matches Neo Monsters in both downloads/player base and ranking system. Also, ‘global tournaments’ is vague, and the second game you listed doesn’t even use the system you’re suggesting 1:1—it prevents dead zones by letting players continue playing. But since you claim people stop once they reach their goal, wouldn’t that mean the same issue would still exist?

And how does your system fix this? Your proposal splits players into different pools depending on when they play (some grinding day 1 & 2, others day 2 & 3, etc.), which fragments matchmaking even further rather than improving it.

Large-scale games with massive daily player bases can afford—or even need—to split players into multiple matchmaking groups because they have tens or even hundreds of thousands of active competitors at any given time. However, Neo Monsters doesn’t have that kind of player density. With a ranked player base of roughly ~10,000 (a number that can be confirmed next season), where less than ~1,000 might be active competitors (and many only playing for the 300-kill reward, last time I did this I was placed top 400), the remaining serious competitors will be even fewer. Splitting them further into separate matchmaking brackets based on playtimes would only make things worse.

You’re assuming people stop because of scheduling. Have you considered that some simply don’t want to grind past that point? Not everyone plays ranked just for leaderboard placement—some play because they enjoy the matches, while others only aim for the 300-kill reward. It’s a game, after all. On top of that, the number of serious top competitors is likely small.

Your argument also contradicts itself. You say people stop playing, but then eight players passed you while you were sleeping? That doesn’t prove inactivity—it just shows that others kept playing while you didn’t.

I asked for proof, not a vague challenge. You claimed that ALL of your suggestions were laughed at—so where’s the evidence for every single one you listed? Until you provide direct examples of mockery for each suggestion, this is just an exaggeration to fit your narrative.

1 Like

The studies conducted by these huge companies are considered intangible assets which doesnt get disclosed to the public, getting it from the game itself wouldnt be possible but many studies can be found in public

Ai summary

The Engagement Optimized Matchmaking (EOMM) framework challenges traditional skill-based matchmaking by focusing on maximizing player engagement. By analyzing player behavior and predicting churn risk, EOMM pairs players in a way that enhances retention and overall satisfaction. This approach has demonstrated significant improvements in player engagement compared to conventional matchmaking methods. 

Implementing a system that allows players to engage in ranked matches at their convenience, while limiting the number of matches per day or event, aligns with EOMM principles. This strategy encourages consistent participation, prevents burnout, and maintains a fair competitive environment, ultimately enhancing player retention and satisfaction.

The playerbase in those games is greater but that doesnt mean players will burnout in the first two days, thats a completely false claim

My system doesnt spilt anyone into groups, it allows players to play at there convent time, while also encouraging players to be active instead of giving up on top positions because they missed tickets or knowing the fact that they can only reach top 50 and stop because no one can overtake them, my system encourages players to use all their tickets unlike the current system

Exactly my point, not everyone plays the game for leaderboard or high score one of the major reasons is that the game forces them to play at certain that they can’t afford to play, and once you lose the tickets forget about pushing for top ranks

Why should players be punished for not being able to play at certain hours